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Lecture 9 Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006 CS147 - Terry Winograd - 1 Learning Goals Understand the uses of different


  1. Lecture 9 – Prototyping Terry Winograd CS147 - Introduction to Human-Computer Interaction Design Computer Science Department Stanford University Autumn 2006 CS147 - Terry Winograd - 1

  2. Learning Goals • Understand the uses of different types of prototypes for different kinds of designs and be able to choose appropriately • Know the basic techniques for low- fidelity prototyping • Be able to determine and apply the relevant techniques for your project CS147 - Terry Winograd - 2

  3. What is a Prototype? • A representation of a design before the final artifacts exist • To evoke reactions from stakeholders in the design process –Designers –Users –Clients CS147 - Terry Winograd - 3

  4. Uses of Prototypes • Design by doing – Clarify goals and requirements – “Reflective conversation with the materials” • Give users the experience of use – Look and feel • Test specific aspects – Compare alternatives – Make changes • Show feasibility for buy-in – Proof of concept – Manage expectations CS147 - Terry Winograd - 4

  5. What to Prototype? “…Prototypes provide the means for examining design problems and evaluating solutions. Selecting the focus of a prototype is the art of identifying the most important open design questions.” Houde and Hill – What do Prototypes Prototype? CS147 - Terry Winograd - 5

  6. Design Process UNDERSTAND OBSERVE IMPLEMENT VISUALIZE EVALUATE PROTOTYPE

  7. Iterative Prototyping • Quality is a function of the number of iterations and refinements a design undergoes before it hits the street. • To get a good idea, get lots of ideas. • Enlightened trial and error is better than than the planning of a flawless intellect. CS147 - Terry Winograd - 7

  8. FAIL EARLY (Cost of failure vs. project time curve) From Hans Haenlein, IDEO CS147 - Terry Winograd - 8

  9. FAIL OFTEN (Risk vs. iteration curve) From Hans Haenlein, IDEO CS147 - Terry Winograd - 9

  10. 3 stages of prototyping # of ideas VALIDATE INSPIRE EVOLVE project time LOW RESOLUTION prototype driven specs → spec driven prototypes HIGH RESOLUTION From Hans Haenlein, IDEO CS147 - Terry Winograd - 10

  11. Designing the Prototype • Choose what aspects to prototype for relevance to your project goals • Identify measurable design goals • Good enough to provide feedback but flexible enough for significant changes to be made down the line CS147 - Terry Winograd - 11

  12. What can be a Prototype? • Sketches • Diagrams & Frameworks • Hand Made Constructions • Machined Constructions • Virtual Models • Graphics • Packaging • Spaces • Role Play, Experiences • Video • … CS147 - Terry Winograd - 12

  13. Prototypes • Look like… • Work like… • Experience like ….. CS147 - Terry Winograd - 14

  14. PROTOTYPE RAPID (IDEO “surgical tool”) CS147 - Terry Winograd - 15

  15. PROTOTYPE ROUGH CS147 - Terry Winograd - 16

  16. Jane Fulton Suri - IDEO Experience Prototyping

  17. From Greenbaum and Kyng, Design at Work 1991

  18. Early Stage Prototypes • Low Fidelity (Paper) –Work with artifacts • Skits / Informance –Understand roles and context Focus on concepts, not detail Low investment in status quo Openness to change CS147 - Terry Winograd - 19

  19. Storyboards CS147 - Terry Winograd - 20

  20. Paper Prototype http://www.mindspring.com/~bryce_g/projects/lo_fi.html CS147 - Terry Winograd - 21

  21. Low-Fidelity Prototype http://bmrc.berkeley.edu/courseware/cs160/fall99/projects/t4/body/low-fi/ CS147 - Terry Winograd - 22

  22. CS147 - Terry Winograd - 23

  23. CS147 - Terry Winograd - 24

  24. Flipbook CS147 - Terry Winograd - 25

  25. Flipbook CS147 - Terry Winograd - 26

  26. Flow Diagrams From a previous cs147 project… CS147 - Terry Winograd - 27

  27. Be Clever About Faking It • Device Mockups – Palm, Utopia,.. • Device substitution – PC prototype for small device – Tethers for wireless – Pager for defibrillator – … • Wizard of Oz techniques CS147 - Terry Winograd - 28

  28. Wizard of Oz • Some aspects of interface are implemented • Operation requires processing that is actually done by a human, not directly visible to the user • The “wizard” intervention needs to be designed to be believable, both technologically and to the user CS147 - Terry Winograd - 29

  29. Wizard of Oz for Multimedia Design (Oviatt) CS147 - Terry Winograd - 30

  30. Fidelity is a Spectrum • Medium fidelity –Cleaned up but not decorated –Wireframes, Blocks, Greeking,… CS147 - Terry Winograd - 31

  31. Medium Fidelity Prototypes

  32. CS147 - Terry Winograd - 33

  33. High Fidelity Tools • Web – FrontPage, GoLive, Dreamweaver,… • Screen mockups – Illustrator, Photoshop, PowerPoint,…. • Clickthroughs – Flash, PowerPoint,… • Graphic interface builders – Visual Basic, Visual C#, … – Smalltalk, Lisp,… – Flash, Director,… • Graphic toolkits – Java JFC/Swing, TCL/TK, Prefuse,… CS147 - Terry Winograd - 34

  34. Breadth vs. Depth • Horizontal Prototype –Top level –Basic features • Vertical Prototype –Path in depth –Clickthrough or interactive • Combinations CS147 - Terry Winograd - 35

  35. Web prototypes (Van Duyne) • Industrial strength methods • Artifacts –Site maps –Storyboards –Schematics CS147 - Terry Winograd - 36

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